refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:
Tools/unreal/ commandlets and the two map builders, with ue_common.py and ue_placement.py as the
shared imports (they need the engine)
Tools/blender/ builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
(they need the Blender Flatpak)
Tools/review/ the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
visual_targets.json
Tools/gen/ image and texture generation: the ComfyUI driver, deterministic texture writers,
reference fetching
Tools/input/ OS-level input injection
root _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/
Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.
51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.
Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
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# Import the hair cards as their own skeletal mesh (0.2.2).
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#
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# blender -b Art/blender/character/character-2026-11-07.blend \
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# --python Tools/blender/character_hair_build.py -- --out /tmp/gigline/character-hair.fbx
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/unreal/ue_character_hair_import.py -nullrhi -unattended -nopause -stdout
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#
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# The hair is a separate asset on purpose: Unreal collapses the second material slot
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# when hair is joined into the body mesh, so a card system has to be its own object
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# (which is what the character-artist skill asks for anyway).
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#
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# Result file: /tmp/gigline/character-hair-import.txt
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import unreal
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SRC = "/tmp/gigline/character-hair.fbx"
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DEST = "/Game/Test/Character"
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NAME = "CharacterHair"
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RESULT = "/tmp/gigline/character-hair-import.txt"
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lines = []
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def log(msg):
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lines.append(str(msg))
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unreal.log(str(msg))
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def main():
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task = unreal.AssetImportTask()
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task.filename = SRC
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task.destination_path = DEST
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task.destination_name = NAME
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task.automated = True
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task.save = True
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task.replace_existing = True
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ui = unreal.FbxImportUI()
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ui.import_mesh = True
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ui.import_as_skeletal = True
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ui.import_animations = False
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ui.import_materials = True
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ui.import_textures = False
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ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
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task.options = ui
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{NAME}")
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if mesh is None:
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log(f"MISSING {DEST}/{NAME}")
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lines.append("VERDICT: FAIL")
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return
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mats = mesh.get_editor_property("materials")
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log(f"{NAME}: {len(mats)} material slot(s)")
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for i, m in enumerate(mats):
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face = m.get_editor_property("material_interface")
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log(f" slot {i}: {face.get_name() if face else 'None'}")
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lines.append("VERDICT: PASS")
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try:
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main()
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except Exception as exc: # noqa: BLE001
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import traceback
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log(f"FAILED: {type(exc).__name__}: {exc}")
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log(traceback.format_exc())
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lines.append("VERDICT: FAIL")
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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with open(RESULT, "w") as f:
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f.write("\n".join(lines) + "\n")
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